Skip to main content

The Unexplored Potential of Playful Ambient Projection-Based AR to Improve Well-Being

  • Chapter
  • First Online:
Augmented Reality Games II

Abstract

This chapter explores how projection-based AR can be used in built environments to improve well-being of occupants. Stress, discomfort or sedentary behaviour are factors that have a negative impact on people’s well-being and efficiency. A number of ambient prototypes have been developed to help people address these issues. In parallel, gamification techniques have been successfully used in applications that aim to improve people’s health by encouraging them to change their behaviour. In this chapter, we first describe several ambient and augmented reality (AR) prototypes that aim to improve people’s well-being. Next, we discuss the idea of ambient projection-based AR providing situated interaction “in motion” in users’ environment, coupled with the concepts of playfulness, gamification, peripheral and calm technologies, in order to incite users’ behaviours towards improving well-being. We continue by describing a scenario and discussing technical considerations for its implementation. While different concepts encompassing the proposed idea have been explored individually, the whole idea presents an untapped potential that has yet to be explored.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Office workers spend 75% of their waking hours sitting down https://www.openaccessgovernment.org/office-workers-sitting-down/71612/. Last accessed on 3 December 2023.

  2. 2.

    https://www.jabra.fr/supportpages/jabra-noise-guide#/#14207-41. Last accessed on 3 December 2023.

  3. 3.

    https://archello.com/product/koto-smart-sensors. Last accessed on 3 December 2023.

  4. 4.

    https://www.microsoft.com/hololens. Last accessed on 3 December 2023.

  5. 5.

    https://www.magicleap.com/. Last accessed on 3 December 2023.

  6. 6.

    https://www.dynamicprojection.com/mirror-head-en/. Last accessed on 3 December 2023.

  7. 7.

    Pool Live Aid—Qualifica, Porto https://www.youtube.com/watch?v=l2bzAmysjc8. Last accessed on 6 December 2023.

  8. 8.

    Interactive media wall (touch sensor, conductive ink, projection mapping)—Music Playing Wall https://www.youtube.com/watch?v=RG5Fi-eCLbc. Last accessed on 6 December 2023.

  9. 9.

    It’s Lit! Make Projected AR Murals with Lightform https://www.youtube.com/watch?v=XTR-NhJ9em8&t=1s. Last accessed on 6 December 2023.

  10. 10.

    See “Cupid flies in Brussels Airport. Skullmapping strikes again.” https://vimeo.com/294352021 for a real-life example of animated AR projections at Brussels airport. Made by http://skullmapping.com/ and posted by Dynamic Projection Institute https://vimeo.com/dynamicprojection. Last accessed on 6 December 2023.

  11. 11.

    https://www.dynamicprojection.com/mirror-head-en/. Last accessed on 6 December 2023.

  12. 12.

    See “Animator vs. Animation” by Alan Backer https://www.youtube.com/watch?v=npTC6b5-yvM for example. Last accessed on 6 December 2023.

  13. 13.

    As stated in Blehm et al. (2005), “looking away at a distant object at least twice an hour during computer usage is sufficient for prevention of visual fatigue”.

  14. 14.

    https://www.dynamicprojection.com/mirror-head-en/. Last accessed on 6 December 2023.

  15. 15.

    https://designfor-me.com/advice-and-tips/ceiling-height-average-minimum-house/. Last accessed on 6 December 2023.

  16. 16.

    https://www.optoma.fr/product-details/zu1050. Last accessed on 6 December 2023.

  17. 17.

    https://www.dnp-screens.com/media/1763/free_guide.pdf. Last accessed on 6 December 2023.

  18. 18.

    https://www.dnp-screens.com/media/1763/free_guide.pdf. Last accessed on 6 December 2023.

  19. 19.

    https://www.gsa.gov/node/82715. Last accessed on 6 December 2023.

  20. 20.

    https://www.optoma.fr/product-details/zu1050#specifications. Last accessed on 6 December 2023.

  21. 21.

    Based on diagonal of 1 m for a 16/10 screen.

References

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Klen Čopič Pucihar .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Kljun, M., Ducasse, J., Pucihar, K.Č. (2024). The Unexplored Potential of Playful Ambient Projection-Based AR to Improve Well-Being. In: Geroimenko, V. (eds) Augmented Reality Games II. Springer, Cham. https://doi.org/10.1007/978-3-031-54475-0_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-54475-0_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-54474-3

  • Online ISBN: 978-3-031-54475-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics